Out of all of LoL's novelty features at launch, summoner spells
have been one of the most successful systems around. Bar a few
tweaks, removals and graphical updates, summoner spells have
largely stayed the same since Season 1, which is good, considering
they bring tremendous amounts of gameplay for relatively little
complexity. However, the system isn't without its issues, many of
which have remained unanswered for years. Here are the changes I
propose:

What are your thoughts? What do you think of the current state
of summoner spells? Are there different effects you'd like to see
in summoner spell form?

This is a tentative rework for Rumble, the Mechanized
Menace. While Rumble's sometimes surfaced as a slightly
overbearing top lane bully, he's mostly harmless now, and has a
pretty fun core playstyle that has attracted quite a few players,
many of which have even expanded him to the jungle. So what's wrong
with him? Nothing too serious, but for one, I kinda feel he doesn't
fulfill his fantasy to the fullest extent: originally designed to
be this jumpy, spammy bruiser-mage caster, with a focus on resource
management over cooldowns, Rumble often doesn't really play into
that system when he should be, overheating in all-ins and exerting
a ton of power when he should be at his most vulnerable. This, in
turn, has led to him receiving a stream of…

For those of you who don't know already, Riot recently posted a
dev blog outlining their classification of League's champions. This
is a massive step forward in setting the grounds for discussion on
what classes should do, how each champion fits into this system,
how they stand out, what tradeoffs they make for one kind of power
over another, etc. Personally, though, I don't entirely agree with
the classes and subclasses they put out, for a few reasons:

Unintuitiveness: The biggest issue I take with the
system is that it tries a little too hard to avoid typical names
and notions of classes, which have been ingrained in players' minds
for years, and often reinforced by other games. Case in point:
Controllers. This archetype is meant to group…

This is a tentative rework for Karma, the Enlightened
One. Those of you who know me probably know my opinion on her:
I think New Karma is fun to play and relatively problem-free, and
Old Karma was so jumbled up and dysfunctional that she desperately
needed an overhaul. So why rework her again? I think there are at
least two compelling reasons: the first is that Karma currently has
no real niche, and so doesn't especially shine as either a mage or
a support unless her numbers get far too high. The second is that,
for all of her old problems, Old Karma did have a lot of
interesting aspects that got needlessly taken away when they
could've been improved: putting aside the unnecessary loss of her
fans and Yin-Yang dress, Karma had this cool nic…

Let's talk about mana. As a resource system, it's fundamental to
the workings of most champions in League of Legends, and is the
most common resource in gaming, right after ammunition in shooters.
It's a simple, easily recognizable and effective way of gating the
use of abilities, and in League it also plays an important part in
forcing certain champions to return to base, as they would
otherwise be able to stay indefinitely in lane. However, in League
specifically, mana isn't really in the best state, for several
reasons: many champions feel gated far too strictly by mana, and
that's often a deliberate decision to have them integrate into mana
itemization, yet mana and mana regen aren't fun or interesting
stats to buy. There's much more t…